Hello, Indie TCG lovers! A few days ago, we reviewed Kryptik, and today, we want to explore how to play the game more thoroughly.
To win the game, your objective is to destroy all of your opponent’s 11 year cards by commanding your citizens to attack them. Once your opponent has no 11 year cards left and you hit them with a citizen, you win the game.
To play the game, all you need is your decks. Each player starts by drawing 6 cards. You can choose to place any number of these cards on the bottom of your deck in any order, and then draw that many cards. Afterward, shuffle your deck and place 6 cards face-down in your 11 year row, which represents your life on the island.
Before both players lay their 11 year cards face-down and finish recurring their hands, it’s time to determine who goes first. In the first game of a match, the players must agree on a method to decide who goes first, such as a dice roll, coin flip, or card flip. In subsequent games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the original method is used to decide who goes first.
The game consists of several turn phases. The Disengage phase disengages all citizens and soul cards unless stated otherwise. In the Draw phase, you automatically draw 1 card from your deck per turn, except for the player who goes first on their first turn. During the 1st Phase, you can play cards that you have the soul energy to cast and add cards to your soul row. The Combat Phase is divided into sub-phases: Beginning of Combat, Command Attacker, Command Blockers, Combat Resolution, and End of Combat.
The Beginning of Combat sub-phase occurs once per turn before moving to the Command Attacker sub-phase. In the Command Attacker sub-phase, you can command your citizens to attack by engaging them. Attacking citizens must target a specific 11 year card unless the defending player has no 11 year cards, in which case they must target the player. The Command Blockers sub-phase allows the defending player to block attacks with their unengaged citizens. Combat Resolution determines the outcome of combat, and the End of Combat sub-phase occurs after the attacking player no longer wishes to attack.
During the 2nd Phase, you can play any cards you have the soul energy to play and add cards to your soul row if you haven’t already done so. The End of Turn phase allows your opponents to play spell cards or activate abilities, with the opportunity for you to respond with your own spells or abilities. If you have more than 7 cards in your hand at the end of this phase, you must discard cards until you have 7 or fewer.
There are different zones in the game, including the Hand, Soul Row, 11 Year Row, and the Island. Your deck, abolished zone, and limbo pile are static zones that cannot be manipulated unless specified by abilities or spells. The effect pile is used to determine the order of resolving spells and abilities.
The 11 Year Card Rules state that when an 11 year card you control is destroyed, you can use its 11 year ability or pay its 11 year cost to cast it instantly.
Deck-building in Kryptik requires a main deck with exactly 50 cards, containing any combination of cards from any faction, color, or type. Each deck can only have 3 copies of each uniquely named card across the main and side deck. Additionally, players can have a side deck of up to 15 cards, which can be swapped with cards from the main deck between games in a best x of x match.
Remember, the game follows the resolution of spells and abilities using the effect pile, and each player has the opportunity to respond with their own spells or abilities.
I hope you enjoy reading this article. If you’re interested in trying the game, you can find the rules here and the print and play decks here.
Stay tuned for more exciting updates on Kryptik, including in-depth discussions on the lore, strategies, and more.
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